Modifying pixels in RenderTarget to draw bounding box
I have a SceneCapture2D pointing to a staticmesh (the small metallic thing on the table)
I also have an algorithm to calculate a 2D Bounding Box around the mesh in the texture. So now I want to see whether the algorithm works, and therefore draw this bounding box onto the Rendertarget / texture.
This is my code for doing that, it is called every tick:
The problem is: it does not work! With debugging the code I can see that the pixel values are modified as wished. But the plane showing that RenderTarget Texture still does not have a red bounding box drawn onto it...
So for me there are possibilities what could be the problem:
Or is there another, simpler way of drawing the box onto the material/texture/renderTarget itself? Maybe with blueprint scripting?
I´m thankful for any advice!
asked Sep 27 '18 at 08:36 AM in C++ Programming
Found out that you can use Blueprint functions for drawing on render targets. But the do not work if the SceneCaputer is set to capture every frame.
answered Dec 19 '18 at 01:05 PM
For the sake of completeness: I found a way to do this even when "capture every frame" is active. I derived an own class from USceneCaptureComponent2D and extended its
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